Open Design - Dark Roads and Golden Hells - Shadow Planes and Pocket Worlds PDF

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ShadowPlanes
Pocket Worlds
A Dark Roads and

Supplement
Golden Hells
Shadow Planes
Pocket Worlds
&
A Dark Roads and Golden Hells
Supplement

Credits
Lead Designer: Dan Voyce Cover Artist: Malcolm McClinton
Designers: Jarrod Camiré, Sarah Hood, Interior Artists: Rick Hershey, Marc Radle,
Chad Middleton, Umber Phillips, Hugo Solis, Corey Trego-Erdner
John Pope, Burt Smith, Brian Suskind, Cover Design and Interior Layout: Marc Radle
George “Loki” Williams Publisher: Wolfgang Baur
Editor: Scott Gable

Patrons
David Ackermann, Jason Alexander, Anonymous, Paul Baalham, Michael Baker, Chris Banks, Stefan Beate, Tom Benton, Mark Bibler, James Biltcliffe, Tycho
Bismeijer, Shane Blake, Jonas Boesch, Alain Bourgeois, Daniel Brumme, Jarrod Camiré, Jeremy Chee, Wil Church, David Clark, Jim Clunie, Bradley Colver,
Will Cooper, Matthew Craft, Patrick Curtin, Matthew C. Cutter, Adam Daigle, David DeRocha, Sebastian Dietz, Bob Doherty, Andrew Durston, Brett
Easterbrook, Jeffrey Erwin, Ben Ferguson, Jordan Fong, Mike Franke, Michael Furlanetto, Steve Geddes, Georg Gerleigner, Thilo Graf, Richard Green, Allan
Grohe, Jim Groves, Amos Hairston, Patrick Halverson, Lachlan Hayes, Sarah Hood, Ronald Hopkins, Timothy Huber, Tracy Hurley, Iyar Inyamin, Phillip
Ives, Brian Izzolena, Clare Jones, Alexander Kanous, William Keith, Kevin Keller, Chris Kentlea, David Koerner, Alan Kohler, C Krumins, David Lai, Michael
Lane, Christina Lauricella, Andrew Lee Kian Beng, Jerry LeNeave, Riccardo Lenzi, Brian Liberge, Eric Lopez, Jason Lund, Tim Luttermoser, Ken Marable, Matt
Maranda, Ben McFarland, Joel Meador, Francois Michel, Chad Middleton, Steven Milner, Olivier Miralles, Michael Mockus, Jeff Moller, Sean Molley, Paul
Nasrat, Phil Nicholls, Britian Oates, Carlos Ovalle, Robert Paramonte, Robert Parker, Randolph Partain, Saajan Patel, James Payne, Edward Pease, John Pope,
Callum Prior, Dustin Rector, Tim Reitz, Kevin Reynolds, Nicholas Rice, Joseph Roberti, Wade Rockett, Jan Rodewald, Franz Georg Roesel, Adam Roy, Timmi
Rudolph, Paul Ryan, Eddy Schmidt, Adrian Scully, Sean Silva-Miramon, Michael Sixel, Burt Smith, Joey Smith, Trevor Sone, Jeffrey Spencer, Christina Stiles,
Brian Suskind, Constantin Terton, Josh Thompson, Sigfried Trent, Ian Turner, Lane Van Wormer, Giorgio Vergani, Cory Vickruck, Oliver von Sprecklesen,
Michael Waite, Stephen Wark, Oliver Weigel, Michael Welham, Joe Wells, George Williams, Benton Wilson, Henry Wong, Todd Worrell

Open Design and Midgard are trademarks of Open Design, LLC. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder®
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Open Game Content: The Open content in this issue includes the new monsters. All other material is Product Identity, especially place names, character
names, locations, story elements, and fiction. No other portion of this work may be reproduced in any form without permission.

©2012 Open Design LLC. All rights reserved.


www.koboldquarterly.com

TM
Planes of Wonder Table of Contents
The experience of visiting the planes in an RPG should always be
one of wonder and surprise, of demons redeemed, of mysteries OTHER LOCATIONS 4
for warriors and combat among philosophers. This collection of
the strange and the mysterious contains all the elements that just MORA, THE CHILDREN’S TABLE 4
couldn’t fit into the main volume of planar lore from Open Design, RUSTY GEARS: The Tale of Charun
the Dark Roads & Golden Hells sourcebook. But these elements are and Ariadne 10
just as wondrous and strange, and the monsters, the dark plane, and
the hazards described here are useful to any adventurer who forsakes
ordinary realms for stranger planes. GAMEMASTERING INFINITY 11
PLANAR TRAPS, HAZARDS
Interestingly enough, the demi-plane of Mora presented here was & AFFLICTIONS 11
considered “too evil” by some patrons of the Dark Roads & Golden
Hells project. It is certainly a vile place, but perhaps that makes MAGIC ITEMS 16
heroes visiting it seem more virtuous by comparison. Certainly
Mora is the first location Open Design has ever published that made
BESTIARY 20
someone quit a project in protest. I’m not sure that’s a moment to
be proud of, exactly, but Open Design does have a long history of NEW TEMPLATES 20
the experimental, the weird, and the oddball material that larger NEW MONSTERS 21
publishers don’t exactly embrace. It’s possible that this strays over the
line for some readers—that judgment is up to you.
OPEN GAME LICENSE 25
As so often at Open Design, this project was spearheaded by Dan
Voyce, but the work was done by a talented group including members
of the Planewalker.com fan site. I think that Shadow Planes & Pocket
Worlds provides a lot of worthy material for gaming, and hope you
find it likewise useful and entertaining.

Onward!

Wolfgang Baur
Kirkland, WA

A Dark Roads & Golden Hells Supplement 3


MORA, THE
CHILDREN’S TABLE
By Umber Phillips

“There is a realm that exists on the outskirts of rational thought, flickering


between phantasmal dreamscapes and the black Sea of Id. A hideous continent
shrouded in the most primal recesses of the collective consciousness. All beings
that hope, fear, dream, or doubt have at one time or another glimpsed its
grotesque heights, scraped its skeletal branches, and fought its slurping soils.
“It is a joke among demons and the shame of Heaven. It is the enemy of decent
men and a worthy goal for heroes. I’m no hero, but good luck.”
—Cicerone the Upfallen

HISTORY
M
ora is a foreboding, fog-choked isle cast in the center of a
black, restless sea. Its location in the wider cosmology is
a mystery, recessed somewhere without stars. The outlier Legends abound of the realm’s origin, but many believe Mora was
of Mora consists of innumerable shards of darkened stone jutting once a primordial being or celestial mother cast out for betraying
from the waters, like teeth pointing inward, as if some monolithic her sacred duties—for preying upon children instead of protecting
them, for wounding instead of nurturing, for frightening instead of
Other Locations

kraken were about to surface and swallow the isle whole. The mists
intensify, masking the exact shorelines, and cover a sprawling, comforting. Mora was flung into the blackest depths, only to survive
haunted moorland before eventually slipping away along the hills a broken, wretched, spiteful thing. There was said to be a great weight
and highlands. The land grows steeper and narrower, defying cast upon her so that she might never rise again: the stone that would
natural limits and taking on the quality of a singular, needling become the Children’s Table or perhaps the isle itself. Through long
spire. An ancient and crooked stair winds around this Lonely Spire, eons, the separation between Mora the isle and Mora the supposed
culminating in a small, forested tableland and the much-maligned chthonic mother blurred, and the realm’s malicious nature suggests
Children’s Table. they have become one and the same.

The She
PLANAR TRAITS The undisputed rulers of Mora are the she: free-willed, feminine
Mora is a lonely planar isle rising from a sea of darkness and aspects of the sentient isle itself, which are known to spring out of the
impenetrable fog. black earth and blasphemous mires without apparent cause. Sharing
little else besides a mother, the she are as varied as the monsters they
• Self-Contained Demiplane: Finding Mora is difficult but
command, and most attract subservient creatures of like kind. While
escaping its gloomy sprawl is harder still. The only consistent
Mora no doubt has a purpose for the she, nothing has materialized
means of entrance and exit exists in the bogeymen’s Bleakhouse,
out of their existence beyond petty rivalries and squabbles for
the crossings beyond the Gnash, and intermittent portals
dominion, for the she are bound to Mora and may never leave it.
scattered across the realm.
Ranging in power from lowly hags to grand fiends, the she
• Sentient: Mora is a sadistic entity. Survival checks suffer a −4 inherit bits and pieces of Mora’s personality, such as its hatred for
penalty. Location-based spells have a 30% chance of failure. children, thirst for blood, and desire to rule. Few are content to work
• Strongly Evil-Aligned their malice solely in Mora, and many she extend their reach through
loyal underlings, powerful spells, and cunning manipulations
• Enhanced Magic: Spells with the fear descriptor are enhanced in across worlds. Thusly, Mora and its daughters sustain all kinds of
Mora. Furthermore, specific spells become more powerful. Spells extraplanar villainy and lie at the heart of many devious plots.
that produce any kind of mist or fog are considered enlarged as
per the metamagic feat. Subjects of the phantasmal killer spell The Faceless Queen
suffer a −2 to Will saves to disbelieve the figment.
The Faceless Queen stands above all other she, oldest of Mora’s
• Impeded Bonus: All morale bonuses suffer a −1 penalty. surviving daughters. She looms, an eternal figure in a land otherwise
mercurial and contested, having triumphed over hundreds of her

4 Shadow Planes & Pocket Worlds


sisters and interlopers from realms celestial, mortal, and fiendish. of myth, an immense and ancient she known as Nythes (Gargantuan
While few have looked upon her face, her reclusive nature does not she scylla). With each revelry, the bird women make sacrifices in
hinder the venomous potency of her will. A vast network of spies her honor, dropping live prey screaming into the chasm. Those poor
and underlings act in her interest. These hordes are comprised of souls never reach the water, instead captured in crushing green
wicked prowlers and murderous nannies across dozens of worlds— tentacles and fed to Nythes’ writhing, snapping mass of scaly wolf
angry ghosts, night hags, and nightmarish oni—but her predominant heads. In the rare instances Nythes has need to speak with her flocks,
soldiers are the stalkers, abductors, and traffickers of children with her elusive nymph frond emerges from the deep and calls to them
whom she shares a special affinity: bogeymen. with the most beautiful voice in Mora.
The queen’s forces control the Lonely Spire and the majority of its Nythes is a brilliant foe, utilizing planar crossings along the
tableland, drawing wealth and power from the child auctions and the Sea of Id to unleash her flocks in calculated attacks across dozens
alliances they bring. When her soldiers, knights, and other servants of different waterways. In so doing, Nythes controls numerous
need to descend into lower Mora, they operate like unchallenged trade routes and can manipulate the fortunes of all ships within
thugs and secret police, answering only to higher authority within her flock’s reach. Pirates have begun courting her favor, particularly
the queen’s pecking order. Even she are loathe to interfere with the the Brotherhood of Lovkar, coordinating their raids with harpy
queen’s minions for fear of their eldest sister, though bogeymen and and siren ambushes. In return, they provide Nythes with treasure,
other underlings have been known to have “accidents” or simply information, and a presence outside of Mora. Only one she has
disappear when they push too hard. proven more cunning and well connected than Nythes—the Faceless
Some believe the Faceless Queen nothing more than a phantom Queen, whom the scylla counts her bitterest rival.
concocted by the bogeymen to maintain their supremacy, but those
fools pay dear prices eventually. She know better. The Faceless Queen Shadowbox: Impaled upon the heights of the Gnash’s largest tooth
is real, she is watching, and if it moves her, she will descend with a tilts a lantern of grand proportions: a castle of aged, angled timber
fury as irresistible as the coming of night. and stretched parchment, folded and fastened many times around
the stone, like a paper cocoon. A mysterious light source rivaling
Mora’s own sickly sun glows golden from within, visible during
GEOGRAPHY those rare times when the mists relent or an unfortunate ship sails
Gnash too near its rise. The singular beacon emanates warmth and casts
Circumscribing Mora is a labyrinthine ring of razor-sharp rocks in many exotic shadows upon its faces. Men, women, fantastic animals,
placid, dark water. Most have a slight curvature, aimed toward Mora, and shifting inkblots, these shadows mesmerize and make even the
and glisten in the weak light of a distant moon. strongest yearn.
Known as the Gnash, the ring’s “teeth” range in size, some large When visible from the mainland of Mora, the shadows duplicate
enough to be named islands in their own right, filled with cold, the effects of the haze of dreams spell (DC 15), compelling those
dripping caves and riddled with slippery ledges, while others are affected to travel ever nearer the Shadowbox. When visible from the

Other Locations
just small enough to go unnoticed by sharp-eyed captains until the Gnash, the shadows duplicate the effects of charm monster (DC 22)
hulls of their ships are ripped out from under them. Very few dare so long as the Shadowbox is visible, plus 1 day following that. Those
to sail these waters and, even then, frequent only two or three of the charmed are compelled to reach the Shadowbox and enter, which is
innumerable channels. a very treacherous intention indeed, climbing the slick cliffs to the
Mists along the outer-most teeth are thin and discernible, but summit, never mind passing beyond the threshold.
the closer one comes to Mora’s shore, the more twisted and obscured What lies within the Shadowbox is the topic of broad speculation,
the way becomes. Fog thickens, offering concealment and total but Nythes and her flocks avoid it at all costs. Common theory
concealment in places, coupled with varying depths of darkness. holds little answers, but the wildest speculations claim another,
While difficult to notice in the gloom, the teeth also shift from time more powerful she dwells in the Shadowbox. Laughable rumor or a
to time, opening and closing passages with only the slightest lapping goddess in exile, the Shadowbox is given the widest berth whenever
and faint breezes heralding their movements. Teeth have been possible.
known to come upon vessels suddenly, crushing all but the quickest
and most wary. Creeps
Beyond uneven shores lies a dense bank of fog hovering over a
Dread Sound: In a long, narrow pass between two immense rows of sodden moorland known as the Creeps, named for its slimy hills
teeth, confounded with shelves and shallow caves, sirens and harpies and moldy rises, serpentine streams and meres, and most of all the
lair in alarming number. Beautiful and passionate songs echo across stalkers in its soupy gloom—groping ghouls, banshees, hags, and
the channel, filling the shadows with a misplaced allure. The dark vampires among them. An unshakable chill dominates the Creeps,
hides the smears of feces, blood, and entrails upon the steep walls, and the persistent fog provides concealment throughout the moors
and gnawed bones crowd the lowest ledges. Dread Sound is a place and total concealment in lower-lying areas. The effectiveness of any
of monstrous feasting and revelry where bird women carry their spell or other effort to displace this fog is halved.
squirming meals for dissection and dance upon the gusts in bloody Ancient structures are strewn about the Creeps, neck-deep in the
ecstasy. They’ve been known to hunt far and wide but very rarely mires, linked by a meandering crosshatch of old roads. Fortresses of
descend upon Mora. The flocks know of secret crossings where the weathered stone, cloven monoliths, flattened manors, and shattered
Sea of Id connects to earthly waters. Often, they’ll use these points bridges speak to the rise and fall of uncounted she and many more
to launch terrestrial raids, only to return with spoils. When the of their adherents. Over the ages, the moors have become a sort of
opportunity presents itself, they’ll even lure entire ships across the neutral graveyard for secretive meetings and clandestine alliances.
planar border as a fine feast for their she queen. Monsters mostly congregate here, skulking in the shadows of the
Just below the waters of the sound lurks a nightmarish creature monuments, waiting for a queen to rise or perhaps return again.

A Dark Roads & Golden Hells Supplement 5


to defeat him and barely at that, led by the three most powerful
daughters the isle had ever seen: the sultry Moira, the hag-faced
Memoriasmas Maera, and the mother of the bogey herself, the Faceless Queen. The
Mora’s reality is difficult to accept, and the haunted fog of Prince of Ivories was reduced to splinters, and the remainder of his
the Creeps can push minds to their utmost limits. When forces driven into the deep, foggy places.
panic is at its ripest, Mora embraces a victim’s ardent desire The wives are a collection of loyal pariahs, pining for the return
for home and happiness and turns it into the perfect prison. of their lord and set upon the impossible task of reconstructing
A DC 20 Will save is required to resist the plane’s illusory him. Though most consider the coven mad, they have uncovered
advances, which recreate an isolated pocket of memory in fragments of their beloved prince, and with their skill and fervor and
fresh supplies of quality ivory, perhaps the he’s rebirth is not such a
the victim’s mind, perhaps a bedroom, party, or some small
crazed notion after all.
element from a happy thought. Within it, a victim plays out a
cyclical fantasy on a tiny stage over and over again, believing
Tielgrauf: In the heart of a nameless bog stands the colony of
everything is normal and all right.
Tielgrauf, a young settlement built upon sturdy piers and stilts. Its
Whenever the memoriasma is intruded upon by direct lodges are connected by various bridges and walkways, sheltered
contact with the victim, perhaps by an attacking monster or under weeping willows well fed upon sorrow and grown thick as
an ally unwittingly trying to snap a friend out of the stupor, castle turrets and nearly as high. Gnarled roots and mortared stone
the delusion bursts. The victim suffers 150 negative energy provide a sound fortification for the predominantly mongrelmen
damage and is panicked by the intruder for 1d4 rounds. residents.
Mora, if particularly pleased by the reaction, may see fit Peaceful and hideous outcasts, the first Tielgraufan mongrelmen
to plunge the victim into yet another illusion, forcing another were led to Mora by their patchwork hero Dosselfrud (Mongrelman
Will save. The isle has been known to keep “pets” for years on ranger 2/wizard 7). The unique mongrelman possessed enough
end, found on occasion pantomiming aimlessly throughout bogeyman parts to activate one of the fraternity’s secret doors,
the countryside. The more sadistic Moranians allow those leading a party of persecuted brethren to a new life in the masking
poor souls to pass unimpeded, taking pleasure in their shroud of the Creeps. Dosselfrud has since managed to craft a portal
victimization. unique to Tielgrauf—the hollow of the oldest willow in the colony—
Memoriasmas can be overcome without ill effect, but and his people have traveled back and forth between worlds offering
it requires gentle appeals and more than a little cleverness shelter, acceptance, and new beginnings for the persecuted and
to walk a person out of temporary psychosis (3 consecutive shunned. Many have accepted the invitation, and the village contains
Diplomacy checks, DC 15, 20, 25). Spells that access the a fair number of lepers, deformed creatures, tragic burn victims, and
mind and certain psionic disciplines might provide a +2 ungainly half-breeds.
Tielgrauf manages to thrive despite everything Mora embodies,
circumstance bonus toward this end. If successful, the victim
Other Locations

making something good in its misery and isolation. With the


suffers 75 negative energy damage and is shaken for 1 round.
existence of a portal outside the she’s control, Tielgrauf has been
faced with increasing attack by the servants of two local she,
Iskarimsa (she troglodyte druid 3) and Gresia Pikkens (she swamp
Hell’s fugitive souls, warlocks shunning their pacts, and debtors giant barbarian 4). Ironically, these attacks have accelerated what the
hiding from brutal planar paymasters have also been known to take she feared most—the mongrelmen inviting heroes and challengers
refuge here or, more accurately, trade one agonizing existence for onto the isle. In recent months, Tielgrauf has been a launching point
another. for outsiders hunting missing children or seeking vengeance against
the she.
Mibben Filt: Huddled upon a rocky mound and mossy foundation
of what once was a great fortress, the village of Mibben Filt wallows. Weaklight Inn: The trod of hooves, hundreds of dim lights, and
Its wet thatch huts and crude stone cottages house a collection of a creaking of gigantic proportions marks Weaklight’s approach.
gibbering hags known as the Mibben Wives. Squat, obese, toothless Groaning on four carriage wheels the size of watermills, a mobile inn
creatures, the Wives employ a network of thieving faeries and on a rickety wooden chassis materializes. A lone, hooded driver sits
strong-arm spriggans for the sole purpose of collecting ivories. the bench, overlooking an immense team of skeleton beasts, lanterns
Their slimy fingers are constantly caressing the latest procurements, dangling from their ribs and necks, candles set in their empty sockets.
testing, appraising. They pay obscene amounts of coin and magic for Lamps and lanterns overwhelm the manor: beautifully wrought
particularly fine specimens. of silver, brass, and other metals; paned with decorative glass; lit by
The wive’s obsession with teeth, nails, horns, and bones stems various candles and oils, some scented or burning eerie greens and
from the ancient past and the history of the plot they haunt. Mibben blues. The house is old and settled, its roofs slouching. Its walls are
Filt was once the site of the Palace Pale, stronghold of one of the only marked with highly detailed carvings in the gray, weathered wood:
he in all of Mora’s history. While the she are reflections of Mora, dancing skeletons, baying hounds, and hooded congregations walking
once in a great while, the isle produces a true son and heir. Like a in long trains. If an inn could serve has a holy place, then Weaklight
she, a he is a paragon of his kind, possessed of powerful magic and Inn is more a church than a stopover. Travelers are welcome to stay,
dread influence. However, unlike his sisters, a he is fully capable served by the resident, monk-like Order of Beaconers.
of departing the isle and returning at whim. The unfair advantage Beaconers are one of the few Moranian orders not under the
catapulted the he known as the Prince of Ivories into a position to influence of a she and which maintain absolute neutrality in all
conquer Mora ages ago, backed by an army of extraplanar horrors. the dark isle’s politics. Their sole mission is to guide others to their
She after she fell to his might, and his campaign created at least appointed destinations, for the beaconers themselves renounce all
half of the Creeps’ ruins. It took an unprecedented alliance of she homes and places of belonging. Recognized by their obscuring robes

6 Shadow Planes & Pocket Worlds


and their shepherds’ staves, each beaconer also possesses a unique Mora’s long history. Those who’ve died upon the Rood numbered the
and personalized beacon, lamp, lantern, or some other means of enemies of many she—ferried to the neutral isle for the agonizing
providing light. Beaconers brave the moors and beyond to light the touch of the most sadistic creature in Mora, the dark dryad Dearga
way for their charges, a duty they consider akin to geas. To help them Dul (she dryad vampire druid 4/inquisitor 7).
fulfill their vow, beaconers possess strange powers. Whatever light Standing only 5 ft. in height, Dearga exudes menace like a corpse
remains in beaconers’ grasps can never be extinguished, and upon exudes stench. Funerary shrouds cling to her lithe form, glued by
the foul earth of Mora, beaconers never lose their way. Such gifts sour-smelling saps and embalming paste. Upon her face is a mask of
have raised them as the only true guides in Mora, and they are highly petrified elm, possessing the likeness of a child and driven into her
sought after by travelers, bounty hunters, adventuring parties, and head by 16 iron nails. Infectious pus glistens about the spikes, and
bogeymen. where eyes should be are simply wet, sticky holes.
The head of the beaconers is referred to as Lord Innkeeper, Dearga never speaks: her purpose is conveyed solely through
currently a white-robed cenobite known as the Skeleton Man. His her despicable acts. To aid her in her work, she’s cowed the bestial
is a black-iron shepherd’s staff with a glowing, golden skull hung wights native to the wood, who follow her like hounds and lap the
on a chain from the crook. His voice is dry and wispy, and his blood from her feet. The she is known to derive great pleasure with
frame suggests little more than bones.
Exemplifying the tenants of the order,
the Skeleton Man is without judgment or
leaning, focused only on the maintenance
of the inn and its beaconers, but he
possesses a vast knowledge of Mora and
the foul things that go on within it. As
the one who accepts payment for the
beaconers’ services (paid always upfront
and usually in coppers), added donations
have been known to convince the Lord
Innkeeper to part with rumors, news,
and warnings.

Weeps
Closer to the Lonely Spire, Mora develops
rough highlands and mountains, which
create a maze of uneven cirques and

Other Locations
corries. Many of these fissures are
flooded and hundreds of lochs and meres
make islands of summits and hilltops.
The slopes are soggy messes, prone to
landslides and riddled with peat and
quicksand.
What rock and solid earth endures
is clearly marked by crowded stands of
trees, waterlogged whitebeams, beech,
and elms, collected wherever they can
take root. These scattered woods are
considered precious by the creatures
of the Weeps, and more often than not
are claimed by primal fey, territorial
monsters, and savage she.

Isle of Rood: The oldest tree in Mora


is known as the Rood, an inosculated
beech, like three torsos fused at the chest.
The ways its boughs have grown over a
thousand years are eerily reminiscent
of arms reaching skyward. Their aerial
roots stretch, like so many muscular
striations along the lengths. It stands in
the center of a copse of lesser trees, the
canopies teeming with hungry crows.
Consumed by iron nails and stained
a spectrum of browns and reds, the Rood
has bore thousands of crucifixions over

A Dark Roads & Golden Hells Supplement 7


every victim mounted upon her tree, bleeding as it bleeds, suffering esteemed child-snatchers. Here lairs the dread sire of the bogeymen,
as it suffers. The Rood is a pained thing and so is its dryad. Dearga Torbalan the Bag Man, and many of the Vicious Circle. Some even
revels in such a deplorable mix of agonies. wonder if, in one of the more guarded wings, the Faceless Queen
holds court.
Lonely Spire Bleakhouse is more than a twisted manor; it is also a hopeless
Rising above Mora’s murk is a cylinder of stone, a great, narrow corral. The bogeymen gleefully scare children into blind races
mountain that defies gravity. Treacherous cliffs and precarious through its corridors, and the music of little screams can be heard
ledges—17 miles long—are caressed by mournful winds and stretch from every corner. Bleakhouse has no obvious means of escape:
from the isle’s wet base into a dim sky, cold and terribly clear. Only every door and window is a portal back to itself. Only the bogeymen
the distant moon offers light, and it is weak and leaves much to recognize the true ways in and out and, like minotaurs and their
shadow and second-guessing. Mildew, fungi, and ice cover the most mazes, can locate hidden pathways throughout the sprawl. These
dangerous precipices as if by malign design and the air becomes very portals lead to the Narrowd and can be found anywhere. Kitchen
thin. cauldrons, broom closets, butler’s pantries, or laundry shoots might
The Lonely Spire allows for expansive views of the starless all access hidden portals. Finding these portals is extremely difficult
darkness and the Sea of Id, horizons of oppressive nothing, inspiring in the manor’s clutter and requires a DC 30 Perception check. Most
overwhelming hopelessness throughout the journey. The climb has children are only temporary residents, awaiting their time on the
led to the suicidal plunge of many would-be climbers, requiring a DC Children’s Table, but those who get sufficiently lost simply starve or
15 Will save after every battle and between rests. The DC increases go mad before finding even one portal, never mind the right one.
by 1 with each new save opportunity. Very rarely, though, someone escapes.
The spire would be unscalable if it weren’t for the Crooked Stair, Few outside the bogeymen realize that Bleakhouse is alive and
cut by unknown tools wielded by unknown hands—though the that it derives nourishment from children’s pawing and scurrying. As
markings suggest fingernails and blunted teeth. No one has ever children push the boundaries of its mazes, Bleakhouse develops new
bothered to count the steps, but a million would not be a ridiculous halls and chambers to accommodate them. In such a way, the manor
estimate. Some are very small and short while others require picks has grown vast over centuries, and some suspect it could meander
and pitons to mount. It could be that many different races had a hand through the whole of the Lonely Spire. It is a direct reflection of the
in carving the stair, but the reason why is a perplexing one. All that health and success of the bogeymen’s fraternity.
waits at the top are the sorrows of the tableland, and lining the spire
are nothing but dreadful landmarks and maniacal predators. Door to Dreaming: A titanic stone face contorts in agony along
the rising cliffs, its yawn a sealed door sized for giants and set with
Bleakhouse: Recessed near the top of the Crooked Stair, the massive iron rings. The Door to Dreaming is the most puzzled-over
foreboding headquarters of the bogeymen waits. Its high turrets, landmark in Mora. Its name alone gives rise to wild speculation.
exaggerated peaks, and skinny, prison-like windows are carved Perhaps it’s a gateway to the infinite fields of mortal dreams? Could
Other Locations

from the rock itself. The interior is a clutter of baroque furnishings it be the portal to higher planes, the Heaven that Mora was banished
and pilfered gains. A labyrinth of claustrophobic chambers sit at from? Or like so many things in Mora, could it be nothing more
deranged angles and slanted pitches, teeming with dead‐ends, than a deception? Is the door false hope, an object to look upon
cyclical staircases, and doors without hinges or knobs. Sometimes and futilely long for or, worse, some sort of trap, opening to a place
proportion ceases to function normally amidst its turns, as if a even more despairing? Some claim it is the entrance to the Faceless
madman scrawled his insanity on paper and ordered it built. Queen’s palace, a dungeon extending the interior of the Lonely Spire.
Bleakhouse serves as boarding house for transient bogeymen Regardless of what lies beyond, there have been no accounts of the
between hunts and holds more permanent accommodations for doors ever opening.

Tableland
A skeletal wood casts claw-like shadows across the tableland,
called by some the Forest of Dead Dreams. Briar and thistle grow
The Narrowd thick and fierce across the floors, infested with diminutive fey and
The gaps between walls, crawlspaces, sewer pipes, attics, stalked by a unique breed of mangy, ashen dweomercat. Mora is its
and chimneys, the Narrowd is a planar road comprised of most malicious here and all Survival checks suffer a −8 penalty. All
every uncomfortable, tight, dark space out of plain view and locating spells have a 50% chance of failure.
linked together through spacial bending. Proportions alter Bogeymen extend their reach from the Lonely Spire and to the
strangely on the Narrowd, allowing Medium creatures to heart of the wood, where rests the Children’s Table. They operate
numerous outposts and guard winding trails between it and
travel the nexus of oppressive pathways but forcing them to
Bleakhouse. The proverbial big, bad wolf Maugdrar (werewolf ranger
inch, squeeze, and eek their way through. Likewise, regularly
8) and his wargs patrol the trails on behalf of the Faceless Queen.
Tiny creatures sometimes find themselves growing much
The remote wilderness, however, is entirely the purview of
larger, making deadly predators of standard rats and spiders.
the Bairn, child rangers, druids, and shaman, empowered by fey
The Narrowd is the preferred means of travel for smallfolk, magic. Their war has been raging the last hundred years, making
particularly household fey, but is not limited to wererats the tableland a heavily contested battlefield often marked by guerilla
and bogeymen. Its entrances and exits consist of awkward skirmish.
and out-of-the-way places, like under beds, out of cupboard
cabinets, between cramped, derelict buildings, and behind Children’s Table: In the heart of the Forest of Dead Dreams, there
cellar doors.. is a ring of monolithic cairns weathered into hideous shapes like
hunched, wailing figures. Their frozen faces reflect all creatures

8 Shadow Planes & Pocket Worlds


in their moments of basest horror. In their sprawled shadows, the Though the table is used but twice a month, the bogeymen’s
bogeymen convene, dragging their catches, kicking and squealing, work never ceases. It’s always night somewhere, and bogeymen are
to the Children’s Table, an ancient, immovable slab where monsters driven to fill as much of Bleakhouse as they can between auctions.
gather for the infamous child auctions.
Kicked, prodded, pinched, and paraded, terrified youth Garden of Innocence: The tree fortress of the Bairn is a village
are driven onto the block for purchase by the ravenous crowds, of living woods, vine bridges, and gossamer hammocks within a
gathered twice a month under the full and new moon. Hags, ghouls, pocket of starry twilight, unabashed greenery, and the sweet smells
werewolves, devils, shadow fey, the bidders are an evil menagerie of juniper, strawberries, and hazel. Faerie magic stays Mora’s gloom
from Mora and beyond. Most come of their own power, others are and bars evil from entering. Not even time passes, and those who
escorted from portals in Bleakhouse, up the Crooked Stair, and enter are immune to all forms of aging. The garden is the launching
through well-guarded trails to the site. The auctions are heard and point for all Bairn activities and a sanctuary for when the bogeymen
seen for miles, marked by billowing vulgar smoke, illuminated by threaten to overwhelm them.
strangely colored fires, and by miserable choruses of cackles, howls, Created by the faerie king Pwyll Pwun, his people thrived for
and depraved festivity. years beneath the notice of the she. When the bogeymen rose to
There is no singular currency at auction, every bogeyman power, Pwyll challenged them for dominion of the tableland, but he
requiring payment befitting his particular fancy. Some value coins was ultimately no match for the Faceless Queen. The Bairn fled into
and gems, others magic, still others a particular service. No offer is a garden dimension of Pwyll’s own making, but in order to mask it
taboo, and the child‐nappers are normally quite willing to make a from evil’s notice, he was forced to enter an eternal twilight state.
deal. Similarly, there is no expected etiquette so long as the business He dutifully made the sacrifice and welcomed, beyond his own, the
of the table continues without interruption. Those who needlessly various children who’d managed to flee the bogeymen.
complicate sales, are unable to pay their bids, or otherwise tamper These children, the Bairn, remained ever since, fiercest among
with the merchandise quickly find themselves on the receiving end them the boy Shyah (human druid 16), who has spent 100 years
of the bogeymen’s wrath. mastering Bairn magic, despite appearances. In many respects, he
has replaced the comatose Pwyll as shaman king and has slowly
recruited an army of freed children to end the affront of the table.

Torbalan the Bag Man


Torbalan the Bag Man (unique bogeyman rogue 10): The
quintessential bogeyman with his stained sack cast over Imaginary Friends
one warped shoulder: the bag kicks and weeps and begs It is quite possible, while exploring the Forest of Dead

Other Locations
in muffled voices whether empty or full. Tall and crooked, Dreams, that visitors encounter imaginary friends from
he just barely passes as humanoid in the shadows of unlit their childhoods. Visitors who survive 1d3+1 days in the
streets and darkened rooms. Torbalan has three times as forest have been known to stumble upon old friends sitting
many joints as a normal bogeyman, one too many fingers patiently for a “tea party” or have had creatures resembling
and toes, and twice as many teeth shoved into an overlong their stuffed animals and forgotten toys leap to the rescue in
jaw. Warts, tumors, and deformities across his face and body a time of dire need.
suggest foreheads, elbows, chins, cheeks and hips where there These reunions are often emotional, as heartstrings from
oughtn’t be and make it a difficult task to look him dead on. earlier, happier times are pulled into the now. Imaginary
The Bag Man spends very little time exposed with help friends recall their children’s childhoods perfectly and
from his quickness and cloak of pure shadow in addition to his are almost always proud of how their children grew up.
small trove of magic rings, belts, bracers, slippers and tunics, Imaginary friends remain fiercely loyal and aid their children
all of which he wears in excess. Because of his many bumps in whatever ways they can. Sadly, their existence cannot
and almost‐appendages, each item bestows its enchantment extend beyond the forest, and without a person to sustain
upon him regardless of normal limitations, making for an them, they soon fade.
extremely formidable foe—not even accounting for his The Bairn make good use of their imaginary friends,
ancient cunning and prowess. who’ve fought long years by their side against the bogeymen.
Torbalan is general of the Faceless Queen’s forces. He Shyah’s own, the bird-dog Zonzur (imaginary friend owlbear
suffers no challenge: his sole rule of the bogeyman fraternity fighter 3), is the sworn enemy of Maugdrar, and the two have
over the ages is proof enough of that. Through a grand fought many vicious battles to stalemate.
mastery of fear tactics and an iron will, Torbalan manages
the queen’s vast network across the planes, and despite its
universal infamy, the Bag Man has ensured not only that the
organization continues but also that it flourishes.
Such power and prestige has drawn a very prominent
admirer, the witch‐queen Baba Yaga. She is rumored to share
an intimate bond with Torbalan, and he is the witch’s sole
provider of baby teeth, rendered fat, locks of hair, and all her
other child-borne spell components.

A Dark Roads & Golden Hells Supplement 9


RUSTY GEARS
By Jarrod Camiré

“The tale of Rusty Gears is the tale of Charun and Ariadne, of clacking looms
and grinding cogs, of things cast aside and broken, and of how they’re born
anew from junk. It’s a place of masks, and they’re never safe.”
—Arachne

harun stared at the beautiful young woman sitting in the “My own thread isn’t like these, nor is yours.”
C middle of his dark vessel. The hot sea breeze was caressing
her, as a lover would have done, playfully blowing the side
Again Charun remained silent but shivered strongly when
Ariadne conjured into view two complex lines representing their
of her rose pink dress up to reveal the shapely leg underneath. Her very own destinies beside many more pertaining to countless other
coppery skin gleamed under the sun like a promise leading to more souls. This time the brilliant lattice was completely anchored by the
intimate treasures. Hard to believe that this nubile mortal had woman whose blouse had taken on a metallic sheen, and for a very
already been a princess, the lover of the minotaur’s slayer, wife to a brief moment, this perfect vision brought elation to Charun. The
god, sentenced to Hades, and brought back. tangled fates of so many, restored at last. When Ariadne fingertips
Another time, another world, another reality altogether thought brushed the darkest rope of the ensemble, she knew. Looking at
the grim ferryman as he continued to scan the waters ahead of the rower, she seized the full extent of his desires, understanding
his old skiff. The Styx was like a current standing apart from the his complexity and dutifulness along with the sense of this strange
seemingly infinite ocean around them, an unmovable element that journey.
nothing could influence. The robed figure was rowing indefatigably “A mask, I am but a mask... a fragment sent elsewhere to learn
with his poll, all his senses buzzing by the very presence of Ariadne, about another world.”
which placed him in a disturbing state that he hadn’t experienced in Yes. In a way we all are. Soon you will be complete, however—
ages. whole again.
He had ferried countless millions of souls, rubbed shoulders “This is my fate...”
Other Locations

with heroes, but rarely was he moved by a mind as brilliant as hers It is our duty, until the end of all things.
or, forced to admit, aroused by the sensuous presence of a lady such Ariadne acknowledged this inescapable truth just as Charun
as this one. tenderly cupped her chin in his callused hand. They shared a brief
An incomplete spirit, but not for long. regard. Words were now meaningless. The boatman returned at
As on cue, Ariadne looked at him, smiling. Rare were those who’d the stern just as a floating mass that defied imagination appeared,
smiled at Charun down the eons, but hers was genuine, untainted by barring the entire horizon.
fear or doubt, as if she’d placed her trust in him long ago. Charun “The Plane of Gears,” whispered Ariadne softly.
read all this in her mind as if she’d been an open book. Such thoughts The vessel passed at once through the plane’s border, as if the
were but a reminiscence of another time, long gone. Soon she would metallic wall had never existed, and Charun adroitly guided the
understand the very connection between them, between her and the vessel around moving gears as vast as continents to finally draw
millions of spirits surrounding this terrible craft, those souls adrift alongside the base of a gigantic shaft-like structure. Ariadne looked
in the wind, invisible to the former princess, but not to him, never to one last time at Charun, exchanging with him a silent farewell. Gears
him. Charun admired Ariadne longingly, intoxicated by her delicate not visible a moment before materialized and parted soundlessly
perfume and supreme femininity both, envious of her innocence to reveal a stairway that Ariadne began to ascend. As she climbed
while knowing well that the last vestiges of this false mortality would higher and higher, memories flooded into her, each image taking on
soon be stripped from her. substance. Gears, cogs, engines, looms, and fantastic devices were
Ariadne must have sensed the ferryman’s uneasiness. Charun’s appearing all about her to her sheer delight. The long flight of stairs
conflicting feelings and her desire to return home igniting the finally ended and yet another mechanical door parted to reveal her
spark required to perceive the surrounding seascape in a new way. private sanctuary.
Hundreds if not thousands of threads suddenly materialized all Ariadne took off her shoes and began a light-hearted dance. As
around them, like colorful ribbons carried along by the gentle wind. she spun round and round, a myriad of filaments brushed against
Ariadne laughed merrily and began to scoop the filaments by the her hips, and she felt each and every one of them, knowing about
dozens. Many were blood red and a few shined like gold, though the all these lives, about their dreams and hopes, joys and deceptions,
majority were silver-gray. while gladly accepting her role as Spinner of Fate. As she turned
Ariadne turned in the ferryman’s direction, excited like a young once more, she briefly caught her reflection in a silvery mirror. The
girl while exclaiming, “They shall serve later!” woman who looked back was wearing a strange mask of moving
Lost souls saved by the Spinner of Fate. Yes, they’ll serve all right gears, and Ariadne felt complete again. With a simple thought, she
somehow, sometime. willed this mask and countless more to dissolve into nothingness.
Charun said nothing and only nodded in agreement, as Ariadne Here, she had naught to hide. Ariadne had finally returned home, but
admired the handfuls of fine strands with a mitigated expression. she wondered if, in truth, she had ever left at all.

10 Shadow Planes & Pocket Worlds


PLANAR TRAPS, HAZARDS
& AFFLICTIONS

HAZARDS of how well known it is. Also, apply the table’s results to plane shift
attempts (which may result in travelers ending up on the wrong
Aleph plane), and dimension door overshoots or misses the target by 1d8
Drifting through the beyond like giant incorporeal dandelion squares. Other spells generally have side effects based on the worst-
heads or three-dimensional snowflakes, alephs are wispy nodes of case scenarios.
sparkling light. Every aleph is a mobile conjunction of all existence, Every time it affects a teleportation, a patch of slime expands by
a compression of infinite possibilities, containing every other point 1d10 ft., plus the level (in feet) of the spell used. Liminal slime can be
in space and time. Alephs are most common on chaotic planes destroyed by normal means.
and those undergoing upheaval but can be found anywhere. They
typically last 1d6 days. Non-Euclidean Angles
Magical effects rather than physical objects, alephs shed light as It’s possible to find non-Euclidean angles in both Order- and Chaos-
a torch, are insubstantial and vulnerable only to dispel magic and infused planes. One represents impossibly complex folds of space-
similar effects (treat the aleph as a 30th level effect). They typically time, and the other denies physics entirely. The game effects are
occupy a single 5-ft. square and float 1d6 × 5 ft. in a random direction identical.
each round (although they can sometimes remain stationary for Angles of objects seem to change when viewed from a different
random periods). They ignore terrain and pass through solid perspective or when no one is looking at them: concavity become
objects. convexity, angles dance between obtuse and acute, things that are
Objects or creatures entering an aleph find themselves small and things that are far away are difficult to differentiate (or
transported to a random plane (as if by plane shift; creatures bull

Gamemastering Infinity
perhaps objects are both at the same time?), and every time you
rushed or otherwise forced into the area may make a DC 15 Reflex count an object’s sides, you get different results.
save to avoid the aleph). Creatures can also pass into it voluntarily Terrain containing non-Euclidean angles is a profoundly
and can attempt to focus on a particular destination but must roll on unsettling sight, sometimes driving those who look upon it insane.
the teleportation accuracy chart (see teleport) as if the location was This functions like a gaze attack, allowing victims to avert their
“viewed once” even if they’re more familiar with it. Creatures that gaze (looking at their feet or not concentrating too hard on their
stay in contact with each other usually travel to the same destination. environment). Other observers must typically make a DC 15 Will
Anyone who gazes into an aleph can see everything in the save every 1d6 minutes or become shaken.
universe from every angle simultaneously—a mind-blowing
experience that causes 1d4 Wisdom damage/minute. A viewer NON-EUCLIDEAN ANGLE, CR 10
gazing into an aleph for at least 1 minute can attempt to scry; XP 9,600
otherwise, there’s only a 5% chance/round of a viewing character Type magical; Perception DC 20; Disable Device —
seeing something relevant or recognizable. Trigger proximity; Reset automatic
Effects A character can avoid stepping into a non-Euclidean angle
Dead Stone with a DC 15 Reflex save. Otherwise, roll on the table below:
Taken from the Underworld and most commonly encountered
there, somehow the very concept of stone has been killed or drained 1d12 Effect
from it. Dwarves are said to weep at the very touching of it, for they
feel no kinship or connection to it. 1 Target is never seen or heard from again, and magic
Dead stone is unaffected by magic designed to control normal cannot uncover their fate. Only wish or miracle can
stone or earth, such as rock to mud or stone shape. recover the target.
2–3 Target is teleported to a nearby plane.
Liminal Slime 4–6 Target is teleported to a random location on the same
Thought to emerge from Between, liminal slime is a nauseating, plane.
green-brown ichor, punctuated by bubbles that look uncannily like
7–12 Target is teleported 4d10 × 10 ft. in a random
staring eyes. Physically, it is harmless (although disgusting), but
direction and takes 2d6 damage (possibly more if they
should a character in its vicinity use astral projection, dimension
materialize in an object).
door, plane shift, teleport, or similar magic, the slime’s deadly power
is revealed. 13–15 Target walks partly out of existence and becomes
Liminal slime causes teleportation effects to go haywire. Any incorporeal for 1d6 rounds
such magic used within 100 ft. of a patch of liminal slime forces 16–20 Target is teleported 1d6 × 5 ft. in a random direction.
the teleporting character to roll on the teleport accuracy table (see
teleport) as if the location had only been “viewed once,” regardless A non-Euclidean angle’s effect varies each time it is entered. It affects

A Dark Roads & Golden Hells Supplement 11


non-living objects cast or fired into it as well as living creatures and • The water of Acheron is cool and refreshing but never chill. A
some magical effects that enter it (at GM’s discretion). draught provides nourishment equivalent to a good meal and
leaves the consuming character feeling rather introspective. It’s
Tesseracting Terrain altogether pleasant to consume… too pleasant in fact; the water of
Tesseracting terrain moves its contents in a predictable pattern, Acheron is like a drug.
typically every round or minute. A tesseract can connect points Water of Acheron
across any distance but, typically, connects points within 400 ft. If Type drug (ingestion); Addiction slight, Will DC 16 Price 500 gp
it occurs at a location that’s coterminous or coexistent with another Effects 4 hours; Damage 1d4 Cha +1d4 Wis.
plane, the tesseract can cross planar boundaries as well (often
• Bathing in the river for 1 hour grants a sincere character
changing plane but not physically moving).
atonement.
Each tesseract consists of a sequence of 4 squares or groups of
coterminous squares. At the end of each period (usually a round), the • Characters partially (or more) immersed in the waters become
contents of each square shifts to the next location in the sequence: reluctant to leave and require a DC 13 Will save to perform any
the contents of the first square are teleported (as if by plane shift) action that isn’t relaxing in the water and contemplating life. Treat
to the second square, the contents of the second square to the third this as a calm emotions spell that also inflicts a −5 penalty to
square, and so on. The contents of the fourth square move back to Perception checks and a −2 penalty to Will Saves, and the effects
the first square. persist for 1d10 hours after leaving the water.
Creatures partly in an affected square may make a DC 15 Reflex
save to avoid being teleported. Objects partially in the area have a GJOLL
50% chance of sliding entirely into the area and being teleported and A thunderous cacophony accompanies the river as it passes through
a 50% of being partially transported, becoming broken or destroyed. and around the realms of Helheim, Valhalla, Niflheim, and other
homes of the northern gods. Foam churns, spray flies, and the sound
Timeflowers is almost deafening (inflicting −10 to Perception checks based on
Golden timeflowers grow only on a site of disruption to the sound). Those who draw closer see the cause: the white water is
fabric of the Creation. Where planes have cracked and split, where filled with tumbling weapons—axes, daggers, and swords. Most are
mass teleportation has gone awry, where the winds of time spell has chipped and broken, but a few have distinctive fine workmanship—
been cast. They feed on time like other flowers feed on sun and rain. masterworks and possibly magical blades spinning in the torrent.
A profusion of timeflowers gives any area the erratic time planar The Gjoll seems to function as an afterlife for weapons. At the
trait. GM’s discretion, a character that has lost a highly prized martial
Gamemastering Infinity

The pollen of a timeflower allows users to relive an event of their weapon (magical or mundane) that was completely destroyed, has a
past. A DC 15 Will save or concentration check allows the user to 5% chance to catch sight of it in their first glance at the raging river. A
experience a memory of their choice. Failure means the user basks in DC 30 Perception check is required to keep track of the item’s tumble
a random good or bad memory. In either case, the user sleeps for 1d6 through the torrent. Retrieving it is another matter entirely.
hours. Creatures wandering through a field of blooming timeflowers
are subject to the equivalent of a lullaby spell (DC 11). • The waters of the Gjoll bestow the ghost touch quality on any
Crushing a timeflower, even accidentally, releases the pent-up weapon immersed in it. Weapons removed from the torrent retain
time within it. The wielder is targeted by haste for 1 round/level or this property for 1 day.
HD but must make a DC 15 Fort save or be aged 1 year/round under • Creatures exposed to the water take 15d6 damage. If the exposure
the effects of haste. Rolling a 1 on this check, the target still ages but is brief, a DC 20 Reflex save can be made for half damage.
is affected by slow instead. Incorporeality is no defense.
• Plucking a specific weapon from the River Gjoll requires a DC
Hazards of the Ever River 30 Sleight of Hand check. Grabbing a random weapon is DC 25.
Magic sluices through the great, eternal river of the planes. It’s a rare Dipping a weapon in the waters requires a Strength or Sleight of
stretch of water that does not harbor some power or property related Hand check (DC 20). For every point by which the attempt fails,
to its environs. Named after some of its most famous stretches, the character takes 1d6 damage (maximum 15d6), and anything
according to Midgard lore, here are some sample hazards and they were grasping is lost to the flow.
terrains.
LETHE
ACHERON Known as the River of Unmindfulness, the Lethe winds its way
The River of Pain is not as terrible as its name suggests. Its waters through the Underworld. Even a brief touch brings forgetfulness
are a place of healing, not punishment—of cleansing and purging while a draught of it erases more than mere memory—it wipes a soul
the sins of mortals, of soothing the guilt that torments every soul. clean. Those who emerge do so untainted by good or evil, order or
Lantern archons swim beneath and dance on top of the surface of the chaos; a blank canvas waiting to be rewritten.
water, giving it a flickering golden glow. The Lethe’s effects vary depending on the degree of exposure.
Heaven’s realms contain many streams and pools of Acheron, • Minor Exposure: A splash, being speckled with spray, causes
going by many names. Here, newly arrived souls are urged to bathe absent-mindedness and forgetfulness, numbing the bite of painful
in the sparkling waters and let the concerns of their mortal lives be memories but inflicting a −2 penalty on all Intelligence-based
washed away. For the newly dead, this cessation of care is invaluable. skills for 1 day.
Living creatures, however, may get more than they bargained for.
• Brief Exposure: Characters must make a DC 30 Will save every
round they are exposed (such as sticking your hand in or drinking

12 Shadow Planes & Pocket Worlds


a potion-sized measure of the Lethe). Failure causes the target to DISEASES
forget everything that’s happened in the last 24 hours.
Dreamcaught
• Partial Immersion: Characters that wade in up to the knees for
1 round or get a quick soaking (such as, a wave crashes over This is a common affliction among those new to the planes, especially
them, causing them to fall in, but they clamber out within 1 within the Shadow Realm, Ethereal, and Astral.
round) inflicts the above effects plus 1d3 negative levels (a DC 30 Type disease, contact; Save Will DC 14
Will save negates this). Caused by loss of memories rather than Onset 1 day; Frequency 1/day
negative energy, these negative levels cannot be restored by usual Effect 50% chance of experiencing vivid dreams or nightmares
means (such as restoration), but the victim can make a DC 20 Will while sleeping (equivalent to the nightmare spell), which manifests
save each day to recover them, as per the normal rules. Memory in the waking world as a creature or object summoned by shadow
net (see Dark Roads & Golden Hells, page 86) also restores lost conjuration; a natural 1 on save produces a phantasmal killer instead;
memories. Negative levels inflicted by the Lethe cannot kill a Cure 3 consecutive saves
character per se, but if reduced below 1st level, they suffer the
effect below. Dyscrasia
• Full Immersion: Being submerged for more than 1 round has Dyscrasia is famed as the disease carried by cambium.
life-changing results. Those affected must make a DC 30 Will
Type disease, injury; Save Fortitude DC 21
save each round they are exposed. A success subjects them to the
Onset 1 day; Frequency 1/day
effects above, but on a failure, a target’s entire life is wiped clean.
Effect 1d2 Wis damage; Cure 4 consecutive saves
The victim emerges from the water as a 1 HD newborn with no
Special If a cambium’s serum is taken by an infected creature, it
memories whatsoever.
counts as an automaticly successful save and restores 1 Wisdom.
It takes 20 weeks minus a character’s Intelligence score to be re- If the infected creature loses more than half its original Wisdom
educated in the basics of life and communication. The wiliest of ability score (round down), it is considered dominated (as the
devilish lawyers might be able to argue that they are the same appropriate dominate spell) by any cambium within 30 ft. (Will
creature as before their transformation, but the process essentially DC 23 negates).
makes the character a brand-new 1st-level character in all respects.
Hatesoak
PHLEGETHON Hatesoak is an affliction caused by exposure to the Styx, when the
The boiling, flame-topped waters of Phlegethon light the sky for waters and their attendant hate worm their way into a character,

Gamemastering Infinity
miles around with a ruddy, flickering glow. The crackle of flames body and soul. Hatesoak is a curse but functions similarly to a
mixes with the cries of those caught within it: demons and devils disease:
love submerging sinners in the bloody, boiling water.
Type curse, contact; Save Will DC 12 negates
• The area is fire-dominant and strongly evil-aligned. Onset immediate; Frequency 1/day
• Phlegethon is effectively a river of alchemical fire. Treat minor Effect target acts in evil manner at next opportunity (as a
exposure exactly like being hit by alchemical fire. Characters fully suggestion spell); Cure 3 consecutive saves
immersed in the river take 10d6 fire damage/round.
Protean Aphasia
STYX The Protean language is ever changing, never the same twice and
The Waters of Hate are commonly encountered in the Underworld never predictable. Yet the proteans themselves never seem to have
and the Hells. Evil souls are forcibly and repeatedly drowned within, trouble communicating. Learning it is like attempting to predict the
harvesting their bitterness and hatred. Its name also arises from the exact order that the raindrops will strike you while being caught in a
fact that dead souls gather on the bank to jealously gaze upon the hurricane. And there are consequences.
land of the living. Protean aphasia is a magical disease that affects only creatures
who speak Protean and the tongues of similarly chaotic creatures.
• The Styx is a strongly evil-aligned locale. Victims begin to randomly jumble words from the various languages
• The river counts as unholy water although it loses this property they speak, soon being unable to communicate in anything other
if removed from the river for more than 1 day. It also carries the Protean.
hatesoak affliction. Type disease, contact (special); Save Will DC 16
• Creatures that break an oath “sworn by the Styx” have a 50% Onset 1 day; Frequency 1/day
chance to be subject to a curse. They do not need to be on or near Effect −4 penalty to all skill checks involving language or
the waters for this to take effect. communication
• Anointing the body completely with Styx water wards a creature Effect after 2nd failed save; target loses access to all but original
against harm from both the living and the dead, granting them the language and reads and writes only Protean
equivalent of mage armor for 1 day, but this also subjects them to Effect after 3rd failed save; target can communicate only in
hatesoak. Protean; Cure 3 consecutive saves
• The waters radiate antipathy to all dead and undead creatures Protean aphasia only affects creatures who know Protean. Proteans
(even mindless ones). Treat as the spell effect (DC 22). Even and similar chaotic outsiders seem immune to its effect although
sailing over the river requires a check. they can be carriers. Infected characters can pass on the aphasia by
speaking within earshot of others who know Protean—even through
writing. Magic is ineffectual against it. In fact, targeting the victim

A Dark Roads & Golden Hells Supplement 13


with a spell like comprehend languages or tongues exposes the caster the restless undead. Even mindless creatures find its scent pacifying.
to the disease. Creatures who partake of asphodel relive old memories in a
dream-like state that’s as near to sleep as undead can get. Creatures
Rust Drake Tetanus reduced to 0 Strength by taking asphodel transform into undead
A disease spread by rust dragons, fallen inevitables, and other shadows. Specialist “shadow catchers” prowl asphodel dens to catch
denizens of the Rusty Gears (see Dark Roads & Golden Hells, page 62). them and take them to a new home on the Shadow.

Type disease, injury; Save Fortitude DC 19 Type drug, ingested; Addiction moderate, Will DC 20
Onset 1d4 days; Frequency 1/day Price 200 gp
Effect 1d3 Con damage and 1d3 Dex damage and target is Effects (undead) 1d6 hours; slow as per the spell, −20 penalty to
paralyzed Perception checks
Cure 3 consecutive saves Effects (living) 1d6 hours; unconcious
Damage 1d3 Wis and 1d3 Str damage (see above)
The Starks
A common disease from the Shadow Plane and other locations
Blinding Nectar
where light rarely shines. Fey are immune. A glowing golden syrup taken from evanescent night flowers in the
Elflands, blinding nectar produces pleasurable swirls and bursts of
Type disease, contact; Save Fortitude DC 16 color. The target is blinded but rarely unhappy with their state. It also
Onset 1d3 days; Frequency 1/day makes them docile and easily manipulated. Aftereffects include spots
Effect color is leached from target (including clothes and items), and flashes in vision, synaesthesia, and visual hallucinations.
leaving black and white form; 1d4 Str damage and targets taking
3 or more Str damage are glum and cannot benefit from to Type drug, contact (eyes); Addiction minor, Fortitude DC 13
morale bonuses but gain a +2 bonus to saves against fear effects; Price 4,500 gp
Cure 2 consecutive saves Effects 1 hour; blinded and fascinated (Will DC 13 negates
fascinated condition; injury allows new save)
Damage −5 penalty to Perception checks for 24 hours

DRUGS AND POISONS Dream Spittle


Amrit The spittle of a hundun is a prized if highly addictive drug. Artists,
artisans, and philosophers all value this tincture. Easily identified, it
Amrit, sometimes known as ambrosia, is a nectar-like liquid formed
Gamemastering Infinity

changes color randomly (including indescribable alien colors), and


from crystallized belief. It occurs in all planes naturally although in
if stared at long enough, it seems to contain hints of shapes not quite
different ways and different places: in flowers, the tears of condemned
formed in your mind’s eye.
or graced souls, bubbling in natural springs, trapped beneath the
surface like oil. It has many uses—the gods dine upon it, and its Type drug, ingested; Addiction major, Fortitude DC 22
power is used to maintain the magic and majesty of the planes. Price 600 gp
“Liquid miracle” is a common name for it. Effects 1 hour; confused
One dose of amrit provides fallen or risen outsiders with succor— Effects 8 hours; +1 bonus to initiative and +4 alchemical bonus to
for a time. It’s as if they were back in the good graces of their former Craft and Intelligence checks
life, but the “down” is a ferocious assault of doubt and depression. It is Damage 1d4 Wis and 1d4 Cha damage
dangerously addictive.
Type drug, ingested; Addiction major, Fortitude DC 20
Lethe’s Kiss
Price 1,500 gp Lethe’s kiss is a potent poison that removes all memory from a user of
Effects (outsiders only) 1d3 hours; +1 morale bonus to attack rolls the last 24 hours. Many ne’er-do-wells use it to cover their tracks, but
and skill checks, +1 alchemical bonus to the DCs of spell-like cunning adventurers, assassins, and plotters carry them in order to
abilities prevent knowledge of their recent deeds falling into the wrong hands
Damage 1d3 Wis and 1d3 Cha damage through charm or torture.
Type poison, ingested; Save Will DC 25
Angel’s Tears Price 750 gp
Nothing more than the sincere tears of a celestial, weeping at the Onset 1 minute
sins of the world. If even a few drops pass the lips of an evil outsider, Effect memory loss of last 24 hours; Cure 1 save
they’ll quickly become ill.
Type poison, ingested or injury; Save Fortitude DC 15
Lethean Ale
Price 500 gp Lethe ale is brewed partly from the waters of forgetfulness. Like
Onset 1d6+1 minutes; Frequency 1/min. for 7 min. a handful of its namesake, it causes absent-mindedness and
Effect sickened; Secondary Effect nauseated; Cure 3 consecutive forgetfulness, but it also numbs the bite of painful memories. Tavern-
saves keepers often serve it slyly to troublesome customers since it quiets
them down and prevents trouble.
Asphodel Leaves Type drug, ingested; Addiction minor, Fortitude DC 12
The tar-like nectar and leathery black leaves of the asphodel flower, Price 1 gp
one of the few native to the Underworld, is prized as a drug among the Effects 24 hours; −2 penalty to Intelligence-based skills
dead. Chewed or smoked, asphodel has the rare quality of soothing Damage 1 Int damage

14 Shadow Planes & Pocket Worlds


EFFECTS oscillating knack for being either in the right place at the right time or
the very wrong one. One day, the character is finding diamond rings
Abstraction dropped in the street, and the next, it’s scorpions in the boots.
Visitors who spend an extended time unprotected on the Astral Plane,
Ethereal Plane, or other empty or ephemeral locales, such as the Nine
Heaven’s Dolor
Stairways, may find their individuality bleeding away, leaving behind Heaven is like a drug, an intoxicating mix of beauty and purity—the
a creature ever more notional or archetypical. First, their appearance best of all possible worlds. It is amongst the most beautiful places in
slowly changes to the absolute average for their race. Then their the multiverse, awe inspiring and often indescribable to those who
memories and personalities become “averaged” until they think and have glimpsed its profoundly simple yet infinitely elegant grandeur.
act in entirely stereotypical ways. In extreme cases, victims find their Mortals unused to this majesty often find its colors, scents, and
physical form dissipating entirely becoming the mere idea of their sounds to be an overwhelming, hyper-stimulating experience that
former self—or perhaps melding with their race’s template on the Plane makes other realms pale in comparison. When they return to other
of Archetypes. realms, they find worlds that seem drab, gloomy, harsh, ragged edged,
devoid of Heaven’s glory, and filled with wickedness and filth. For
Abstraction many people, such a world is more than they can bear.
Type planar effect; Save Will DC 15
Type insanity; Save Will DC 16
Onset 1 week; Frequency 1/day
Onset 1 day
Effect abilities higher than a target’s racial average decrease by 1,
Effect −4 penalty to all Wisdom- and Charisma-based skill checks;
and abilities lower than a target’s racial average increase by 1; once
target is withdrawn and becomes shaken in presence of filth,
abilities equal 11 (plus or minus racial modifiers), target gains 1
disease, evil, suffering, and so on
permanent negative level (targets reduced to 0 disappear forever);
Cure 3 consecutive saves The effects disappear if the target returns to Heaven for 1 hour or more
or is subject to a benevolent spell-like ability from a celestial. Sufferers
Creatures native to the Astral Plane or Ethereal Plane are immune
find themselves drawn to portals or good-aligned outsiders, desperate
although most inhabitants tend to be abstracted to one degree or
for a “fix” of heavenly experience. Many sell all their possessions or
another anyway.
go to extreme lengths to gain another glimpse of Heaven’s perfection.
A variant of this dolor also affects visitors to the Elflands.
Alternate Personality Disorder
This disorder can strike victims of teleportation mishaps (such as from Temporal Sheer
teleport and plane shift spells) and creatures who enter and emerge

Gamemastering Infinity
Temporal sheer is a danger for those who travel between planes with
from non-Euclidean space. Some have suggested that this isn’t a mental
different time traits, most famously when returning from the Elflands
disorder but that victims have actually exchanged consciousness with
to Midgard. Victims find themselves immediately ageing or growing
another version of themselves in a parallel reality.
younger as their body adapts to its “proper” age by the rules of the
Alternate Personality Disorder destination plane.
Type insanity; Save Will DC 19 The sheering occurs when the target first touches the ground in
Onset immediate the destination plane. It can be avoided indefinitely by not touching
Effect −1d6 penalty on skill checks; target believes self not native to the ground—by means magical or mundane—such as by flying or
this universe; 5% chance that any Knowledge check is erroneous riding an animal.
Temporal sheer
Compulsive Ukase
Type planar effect; Save Fortitude DC 15
The overwhelming order to be found on Lawful planes seeps into the Onset immediate
psyche, rendering targets easily commanded and fervent devotees of Effect target loses any age gained while on previous plane; target
law. ages (or grows young) by the amount of time that has passed on
Compulsive Ukase the destination plane; target is exhausted (Fort DC 25 reduces to
Type planar effect; Save Will DC 15 fatigued)
Onset 1 week; Frequency 1/day
Effect −6 penalty to Will saves against command and similar magic; Xaosanoia
unable to knowingly break law; gains ability to detect chaos 3/day Spending time on highly chaotic planes isn’t a healthy experience
for the mortal mind. Characters suffering from xaosanoia become
Fortune’s Warp extremely jumpy and expect the world to abruptly change about them.
A side effect of time in highly chaotic planes, the victim’s luck vacillates In their minds, cause and effect no longer necessarily follow each other.
wildly between very lucky and very, very unlucky. You can develop xaosanoia like any other insanity but also by
rolling a 1 on any save against a confusion effect while on a highly
Fortune’s Warp morphic plane.
Type planar effect; Save Will DC 15 Xaosanoia
Onset immediate; Frequency 1/day Type Insanity; Save Will DC 15
Effect the next time target rolls 1 on a d20 roll, count as natural 20; Onset 1d8 days
after that, the next time rolls 20 on a d20 roll, count as natural 1; Effect +1 bonus to Initiative, −4 penalty on Reflex saves and
and so on Wisdom-based skill checks
Beyond the effect on actual dice rolls, the victim experiences an

A Dark Roads & Golden Hells Supplement 15


TRAPS Weapon Special Ability: Impossible
When swung, this weapon is surrounded by ghostly versions of
Infinite Pit itself, playing out alternative outcomes to every cut and thrust.
An infinite pit works like a normal pit trap and can be operated by Afterimages and unrealized possibilities surround it, allowing you
any number of magical or mechanical mechanisms. However, the pit to strike with not one solid blow but many possible ones. You may
literally has no bottom: a falling character never takes damage from activate or deactivate the properties of this weapon as a swift action.
the fall—they merely fall away from their companions at a rate of 175 When rolling to hit, you roll twice and may select either result.
ft./ round—but may actually fall so long that they starve to death. If you hit however, damage is halved as some of the damage done
(The opportunity exists to recover the victim by magic, however). occurs in other realities. Attempts to sunder or disarm the weapon
while it is active have a 20% miss chance as do your own attempts to
Infinite Pit Trap, CR 8 sunder or disarm with it.
Type mechanical; Perception DC 20; Disable Device DC 20 Moderate conjuration; CL 6th; Craft Arms and Armor, impossible
Trigger proximity; Reset none weapon; Price +1 bonus.
Effect bottomless pit; DC 20 Reflex avoids; multiple targets (all
targets in a 10-ft.-sqare area); attempts to grab sides of pit result
in 5d6 damage and require a DC 35 Athletics check in order to
grab hold WONDROUS ITEMS
Angel Face
Aura transmutation (polymorph); CL 5th
Slot head; Price 30,000 gp; Weight —
MAGIC ITEMS
Description
They say that for bad liars, falsehoods are written all over their faces.
CURSED ITEMS For angels, that’s sometimes literally true.
Dead Man’s Food An angel face is created when a lawful good outsider engages
Gray cheese, dry bread, and bitter black wine. Tasteless honey as in prolonged deception and subterfuge. If they wear a mortal visage
clear as liquid glass. The food of the Underworld comes in many for too long—especially if they’re forced into dishonesty and guile—
their celestial spark rebels, pushing the lie onto its outer flesh. In
Gamemastering Infinity

forms—none too palatable for the living, but edible. Though it will
sustain a character, a meal of dead man’s food harms the living and time, the metaphorical mask forms a literal one: a second skin over
heals undead as if they’d been recipients of inflict minor wounds the angel’s own face. When they return to the higher realms, a wise
spell. If eaten in the Underworld, the living may also be subject to celestial pulls off their mask—though few can bring themselves to
a curse. destroy it outright. Scattered throughout the Heavens in the lonely
The law of the Underworld states that those who eat the food caves and isolated towers, some ancient celestials store hundreds of
of the dead have stolen from Death’s domain and may not leave their former faces, which flutter like lost moths in search of home.
until their debt is paid. Characters who partake of native food or An angel face masks both flesh and soul. When donned, its
asphodel leaves while in the underworld are judged to have broken wielder assumes the form and features of a Small or Medium
this ancient law. humanoid, which might be an existing creature or a persona the
angel made up. You detect as that creature. Treat this as alter self.
Type curse, ingestion; Save Will DC 15 avoids, Fortitude DC 20 The wearer’s true race and alignment is also disguised, as if by
negates misdirection.
Onset immediate; Frequency when leaving Underworld Uncontained angel faces flutter mindlessly, like butterflies (treat
Effect target may not leave Underworld by means of spell or as Tiny animated objects with a clumsy fly speed). If a creature within
planar road; Cure break enchantment, free the soul; the blessing 30 ft. attempts to lie or misrepresent itself, the angel face will attempt
of a powerful outsider native to the Underworld or a god with to attach itself to their face. Removing an unwanted face requires
the Death domain a Will save (DC same as spell like abilities of the creature it came
from). This save can be attempted 1/day.

Construction
WEAPONS AND ARMOR
Not applicable. Angel faces aren’t made, except by the deception of
Shield Special Ability: Fractal celestials.
The fractal shield is formed of interwoven patterns made up of
smaller versions of the whole that seem to draw in the eye in an Bezoar
endless spiral of infinite variation. Upon command of the wielder,
Aura varies (good, necromancy); CL varies
3/day, the pattern moves in such a way that algoriths, axiomites,
Slot hand; Price 17,900 gp; Weight 1 lb.
hundun, proteans, and similar outsiders of lawful neutral or chaotic
neutral alignment within 30 ft. that see the shield must make a DC Description
14 Will save or be fascinated for 1d4 rounds.
Like angel faces, bezoars grow from the bodies of outsiders who stray
Moderate evocation; CL 7th; Price +1 bonus. from their natural state. In this case, they form like cysts in the bellies
of fiends who stray from wickedness with acts of restraint, honor,
love, or similar emotions.

16 Shadow Planes & Pocket Worlds


Each bezoar is unique to the fiend that spawned it: they might Construction
manifest as a sticky mass of hair, a hunk of stone, or a ball of spongy Requirements Craft Wondrous Item, augury; Cost 2,700 gp
spiked flesh. Bezoars typically fill the palm of a human hand—but
there are exceptions. Bezoars radiate good and magic to a degree
based on the HD of the creature they come from. (The creature’s HD Cloak of Fallen Feathers
is also the CL of the bezoar, if necessary.) Aura strong abjuration [evil]; CL 15th
Just looking at a bezoar makes most evil outsiders uneasy, Slot shoulders; Price 136,250 gp; Weight 1 lb.
granting a +2 item bonus to Intimidate checks against them. If
used in conjunction with casting a spell with the good descriptor, Description
the result is empowered (as per the metamagic feat), and if the spell Woven from the feathers that dropped from the wings of a falling
affects an evil outsider, it also lowers the target’s SR by 5. celestial, this cloak appears perpetually scorched and bloody. It
Against the actual outsider from which it was harvested, these provides four powers to its wearer:
effects double (+4 to Intimidate checks, lowers SR by 10, and spells
• The cloak offers complete protection from spells and devices that
are maximised), and it can be used as a substitute to knowing the
would gather information about its wearer through divination
creature’s name for magic like planar binding. Squeezing or damaging
magic, up to and including miracle and wish.
a bezoar makes the fiend it comes from sickened for 1 round unless
they make a DC 25 Fortitude save. There is no maximum range for • The cloak contains 10 flight feathers, which can be plucked and
this effect; even planar boundaries are no hindrance to inflicting it. touched to a creature in order to cast confutation on them. Only
Destroying the bezoar makes the creature automatically sickened for a creature wearing the cloak can identify which feathers these
1 round for every HD it possesses. are.

Construction • The cloak’s wearer can fall any distance unharmed.

Bezoars cannot be made although they can be harvested. • The cloak’s final power consumes it utterly when used: the
wearer may plane shift to Hell (arriving in a random realm or
layer). The cloak burns away to nothing when used up.
Bottled Memory
Aura faint transmutation; CL 3rd Construction
Slot none; Price 1,400 gp (recreational), 1,650 gp (informative), Requirements Craft Wondrous Item, featherfall, mind blank, plane
2,000 gp (useful); Weight — shift; Cost 68,125 gp

Gamemastering Infinity
Description
Fished from the Lethe or stolen by memory nets, bottled memories
can contain just about anything: a first kiss, a moment of triumph,
the giddy glee of getting away with murder. The vintage (and cost) of
a memory depends entirely on its contents—rare memories or those
useful in blackmail or espionage are often worth many times the base
value.
Recreational memories are pleasant, diverting, or distinctive
events that are relatively common (1,400 gp market value).
Informative memories provide lots of detail of events unlikely to be
experienced by the majority of people—murder, a coronation, and
so on—or feature hard to reach places like the palaces of archangels
(1,650 gp market value). Useful memories provide significantly
useful information—such as a password, the combination to a safe,
or how to disarm a specific trap (at least 2,400 gp market value,
frequently more).

Construction
Requirements Craft Wondrous Item, memory net or a memory of
creator’s own; Cost half market value

Chroniker
Aura faint divination; CL 5th
Slot head; Price 5,400 gp; Weight 1 lb.

Description
Chronikers are simple devices that resemble oversized pocketwatches.
A chroniker perfectly tracks time on two planes. It has a normal
clock face but two sets of hands. To set the time to a particular plane,
the user merely has to set the hands to the current time while on
that plane.

A Dark Roads & Golden Hells Supplement 17


Dead Man’s Eyes Hundun Blood
Aura faint necromancy (shadow); CL 5th Aura strong evocation; CL 14th
Slot head; Price 1,650 gp; Weight — Slot none; Price 4,500 gp; Weight 1 lb.

Description Description
Dead man’s eyes are said to be created whenever Saint Charon A powerful catalyst, hundun blood enhances creative magic of all
handles an offering to the dead. They’re named after the coins placed kinds. If mixed into a potion (a full round action requiring a DC 10
over the eyes of corpses as an offering. They’re slowly spreading Craft (alchemy) check), it increases all the potions variable effects
throughout Creation as a macabre form of information. by 50%. It has a similar power when drunk by spontaneous casters:
Placing the coins over your own eyes allows you to experience any spells they cast in the next round are empowered, as per the
the last few moments (30 seconds or so) of a dead soul’s life, as seen metamagic feat without any increase in level.
through their eyes. Hundun blood may also have other creative effects, such as
Charon’s power lingers in the coins another way: a dead or ensuring fertility, causing enhanced growth in animals and plants,
undead creatures who freely accepts a gift or payment of dead man’s and automatically stabilizing a dying character if rubbed into their
eyes for some service is bound to honor their agreement by a geas/ wounds. The GM should arbitrate the results of any experimentation.
quest.
Construction
Construction
A fresh, intact hundun corpse provides enough blood for 1 vial/HD,
Requirements Dead man’s eyes are created by St. Charon or which can be consumed raw if fresh enough (within 2d10 minutes),
powerful aeons. provided the user can stomach it (Fort DC 15).

Egg of Worlds Requirements Craft Wondrous Item, hundun blood; Cost 2,250 gp
Aura strong evocation; CL 16th
Slot —; Price 40,000 gp; Weight 1 lb. Liquid Miracle
Aura faint transmutation; CL 3rd
Description
Slot none; Price 4,000 gp; Weight —
Torn from the heart of a hundun, an egg of worlds is creative potential
incarnate. It can create just about anything: ideas, philosophies and Description
Gamemastering Infinity

religions, magical items, “mundane” things (like palaces or towering Liquid miracle is made from distilled amrit (see DRUGS AND
trees), demiplanes, creatures of the reincarnated dead. Any act of POISONS). It fills the user with a sense of connection to the
creation can be invoked by breaking the egg and unleashing its raw divine. One dose of liquid miracle refreshes one divine spell slot or
creation (equivalent to a wish), but the results are not always exactly previously cast divine spell of 1st–2nd level of the user’s choice. The
to the user’s desires. spell or slot must be used within 1 round or it becomes useless. If
Construction
Requirements Eggs of worlds are found in the hearts of hundun.

Faerie Food
Aura faint conjuration and necromancy; CL 5th
Slot —; Price 938 gp; Weight —

Description
Not every edible thing in the Elflands is faerie food, but it’s easy
to produce and a common and well-known trick among the fey.
Fey food typically has a tantalizing smell and mouth-watering
appearance, and it tastes as good as it looks. Many victims believe
it’s the best food they’ve ever tasted, but the effects are usually far
from pleasant.
Faerie food comes in a variety of styles, and a single creation
typically has enough food to feed up to 15 people. Even a single bite
afflicts the eater with a curse, which typically manifests as charm,
geas/quest (usually to serve the fey who provided the feast), deep
slumber or baleful polymorph.

Construction
Requirements Craft Wondrous Item, bestow curse, create food,
creator must be fey; Cost 469gp

18 Shadow Planes & Pocket Worlds


taken by a non-divine caster, the potion instead invests them with a
faith that grants them the benefits of a bless spell.
SAMPLE REMNANT PEARLS
Although not addictive like pure amrit, liquid miracle has the
dangerous side effect of degrading a user’s faith. The next time their The Pearl of Jale
spell slots refresh naturally, for each dose taken, the user must make Jale is a color no longer found in the mortal world, and it’s
a DC 15 Wisdom check or one of their 1st–2nd level slots becomes exceptionally rare elsewhere. It’s been described as somewhat
unavailable for 1 day. like olive without any trace of green, but also “damply
amphibian” and it’s said to invoke feelings of grief and loss.
Construction The pearl is, of course, jale in color.
Requirements Craft Wondrous Item, distilled amrit; Cost 2,000 gp
• Grief-Aligned: Living creatures in the area suffer a −1
morale penalty to all rolls. This is a mind-affecting effect.
Soul Lamp • Jale Terrain: All terrain features become jale in color.
Aura strong necromancy; CL 15th Creatures not wearing jale colored clothing stand out,
Slot —; Price 324,000 gp; Weight 2 lb. suffering a −4 penalty to Stealth checks.
Description • Changed Magic: All spells cast manifest in shades of jale.
These lamps are created to transport or imprison souls. Designs both Wielders of the Pearl of Jale can counterspell any prismatic
beautiful and grotesque can be found depending on who created spell (the light becomes jale and harmless except for a slight
them. Highly prized among soul smugglers, most outsiders firmly feeling of loss) and may invoke dancing lights, light, or
believe these items should be kept from the hands of mortals. daylight—all of which are tinted jale.
Speaking the command word draws the nearby spirit or soul into
the lamp, unless it succeeds at a DC 22 Will Save. When occupied, The Pearl of Urt
the lamp glows with pale light and a ghostly image of the incumbent’s Urt is the place left over, the forgotten remainder, the loose
face floats within the glass. The lamp does not affect souls housed
strand of thread, or the one cog that’s never used. Every time
in living bodies, but it can draw in outsiders (making their bodies
something is created, from a wooden spoon to a planet, it
disappear), dead souls such as petitioners, and incorporeal undead.
leaves a residue or a few scraps that no one ever sees. These
The soul can be freed by the wielder at any time, and it is also released
form the Plane of Urt.
if the lamp is destroyed.
The lamp’s wielder may question the spirit as per speak with The holder of the Pearl of Urt can invoke the following planar

Gamemastering Infinity
dead as often as desired. The wielder may also command the spirit traits:
to use one of its spells or spell-like abilities (if they are known to
• Mildly Neutral aligned
the wielder). A total of 9 levels of spell or spell-like ability may be
invoked each day. • Highly Morphic: As a remainder of Creation, Urt is full of
potential.
Construction
• Impeded Magic: Urt is almost entirely empty of elemental
Requirements Craft Wondrous Item, speak with dead, trap the soul; magic: spells with the air, earth, fire, or water descriptors
Cost 162,000 gp are impeded.
Urt’s wielder can invoke the following powers: major creation,
Tenebrous Gloves minor creation. It can also be used as a rod of metamagic to
Aura moderate illusion (shadow); CL 9th extend a spell (using up a number of spell levels equal to the
Slot hand; Price 6,000 gp; Weight — spell cast).
Description
Originally created by the scaithesidhé to allow their shadow servants
to interact with material objects, these gloves are also prized by
ghosts and similar undead. They allow an incorporeal creature to
handle physical objects as if by mage hand. Corporeal creatures who
don the gloves may touch, grapple, or punch incorporeal creatures,
as if they were wielding a ghost touch weapon.

Construction
Requirements Craft Wondrous Item, mage hand, shadow walk; Cost
3,000 gp

A Dark Roads & Golden Hells Supplement 19


6 Bestiary

NEW TEMPLATES

IMAGINARY FRIEND (CR +2) SHE (CR +2)


Natives of Mora, imaginary friends are quite real. “She” is an acquired template that can be applied to any female
“Imaginary friend” is an acquired template that can be applied creature. A she’s quick and rebuild rules are the same.
to any humanoid or monstrous humanoid creature. An imaginary
Rebuild Rules: Alignment NE; Type outsider (augmented); Senses
friend’s quick and rebuild rules are the same.
gains darkvision 60 ft.; AC increase natural armor by +2; Defensive
Rebuild Rules: Alignment any good; Type fey (augmented); Senses: Abilities gains DR 10/magic and silver, resistance cold 10 and fire
low-light vision; AC increase natural armor by +2; Defensive 10, fast healing 4; Weaknesses panicked within 30 ft. of laughing
Abilities gains DR 10/magic or cold iron, resistance cold 10 and child (Will DC 25 reduces to shaken) for duration plus 1d4 rounds,
electricity 10; Ability Scores +2 Dex, Int, and Wis, +4 Cha; Skills unable to leave Mora; Special Attacks aura of fear (cause fear,
+4 racial bonus to Acrobatics, Bluff, Fly, Perception, Sense Motive, 10 ft., CL 13th); Spell-Like Abilities dread powers 5/day + Cha
and Stealth; Feats gains Acrobatic, Alertness, Deceitful, Dodge, modifier (can cast (CL 13th) any combination of following: baleful
Improved Initiative, Mobility, Persuasive, and Stealthy as bonus feats; polymorph, bestow curse, children of the night (as per the vampire
Special Abilities see below; Languages gains Sylvan and Celestial. ability), cloudkill, dominate, polymorph any object); Ability Scores
+2 Str and Dex, +4 Con, Int, and Cha, −2 Wis; Skills gains +4 racial
SPECIAL ABILITIES bonus to Bluff, Perception, Sense Motive, and Stealth checks; Feats
gains Alertness, Diehard, Dodge, Improved Initiative, Iron Will,
Always with You (Su)—All imaginary friends have a permanent and Lightning Reflexes as bonus feats.
telepathic bond to their friend, and they both know each other’s
exact location while within the Forest of Dead Dreams.
Long Step (Su)—Imaginary friends can teleport up to 10 ft./HD as
a move action. They may do this 5 times/day plus their Charisma
modifier.
Tea Party (Sp)—Imaginary friends can conjure a tea party, 2/day.
This a magical effect similar to heroes’ feast, save that it only takes
5 minutes, casts remove curse, and heals hp instead of granting
temporary hp. (CL equals the imaginary friend’s total HD.)
Vanish (Su)—As a swift action 5/day, an imaginary friend may
vanish for 1 round as if it were invisible.

20 Shadow Planes & Pocket Worlds


NPCs
Feats Athletic, Combat Reflexes, Fleet, Improved Initiative,
ARACHNE Master Craftsman, Skill Focus (Profession (weaver)), Weapon
This strange creature looks like a beautiful human woman with the Finesse
legs of a giant spider, emerging from her back. But there are only six Skills Appraise +18, Climb +19, Diplomacy +19, Heal +15,
such legs instead of eight.
Knowledge (planes) +18, Perception +15, Profession
Proud and terrible in her wrath, Arachne’s quixotic quest is to replace (weaver) +36, Stealth +23, Survival +19, Swim +14; Racial
Ariadne as weaver of fate. Despite her status, she carries herself as an Modifiers +4 Climb, +4 Survival
exiled empress: a volatile mix of cunning, courtesy, and rage. She’s a Languages Celestial, Common, Elven, Sylvan
dangerous but powerful ally in the Loom or Rusty Gears.
Combat Gear +2 dagger, 10 daggers
Other Gear artisan’s masterwork tools, bag of holding (type I),
ARACHNE, CR 12
jewelry and many square yards of silk worth a total of 5,500
XP 19,200
gp
Female expert 11
SPECIAL ABILITIES
CG Medium monstrous humanoid
Init +12; Senses darkvision 60 ft., tremorsense 60 ft.; Nimble Fingers and Mind (Ex) Arachne’s dexterity is exceptional,
and despite her transformation, she has retained this gift from the
Perception +15
goddess. Arachne’s talent is such that she adds both her Dexterity
DEFENSE
AC 19, touch 18, flat-footed 11 (+8 Dex, +1 natural)
hp 60 (11d8+1d10)
Fort +4, Ref +15, Will +8
OFFENSE
Speed 35 ft., climb 35 ft.
Melee +2 dagger +22/+17 (1d4+2/19–20/x2)
Ranged dagger +20/+15 (1d4/19–20/x2)
Spell-Like Abilities (CL 6th)

Bestiary
Constant—deathwatch
At Will—mending, make whole
3/day—web
TACTICS
Before Combat Arachne isn’t a strong
tactician and rarely comes up with a plan
before the hostilities begin. She’d rather
seduce someone instead of fighting
them.
During Combat Arachne prefers to keep
some distance between her and her
enemies and tries to impede assailants
with web. She throws daggers at those
who are caught, hoping to discourage
them with her deadly precision.
Morale Arachne is a survivor that prefers
to flee whenever possible although she
never lets down a true friend. Surrender is
a perfectly reasonable option if her captors
are creatures of honor.
STATISTICS
Str 10, Dex 27, Con 10, Int 17, Wis 10, Cha 18
Base Atk +12 CMB +12 CMD 30 (42 vs. trip)

A Dark Roads & Golden Hells Supplement 21


and Intelligence bonuses to the following skills:
Craft (cloth), Craft (clothing), and Profession
(weaver).
Still Human (Ex) Arachne has retained most
of her humanity despite the transformation she
has endured and thus kept her human racial
traits.
BACKGROUND
Arachne is a vain mortal that has defied the
goddess Ariadne and paid the price for her
insolence. Transformed into a half-human,
half-arachnid monstrosity, it’s a lesson that
Arachne has barely registered, regardless of
her a long imprisonment in the Loom and
subsequent exile in Rusty Gears.
Motivation & Goals
The overly arrogant Arachne still wants to prove to
Ariadne that she’s the best weaver that’s ever existed,
no matter the consequences. In an effort to gather
belief and support, she frequently takes herself and her
“court” to other planes in search of allies.
Schemes & Plots
Arachne is currently hiding in the Spinning Wheels
Quarter where she tries to get an audience with Berthia of
Swabia, one of the most important figures of the Plane of
Gears and probably the oldest spinning hag alive. Arachne
hopes to learn secrets about her art and also to discover
everything she can about Ariadne herself, sincerely hoping
that this gambit will help her to finally convince the Spinner
of Fate of her absolute talent.
Bestiary

CICERONE THE
UPFALLEN
“Here I am, poor Cicerone the Upfallen. Neither angel nor devil,
nor anything between. By careful balance, I am my own creation. I
take nothing from nobody, I owe allegiance to no one, and my soul—if
I have one—is in no god’s grasp. Can you say the same?”
You might mistake him for an astral deva at first glance but not for
long. There are tiny horns budding from his brow, just beneath the
halo, and a sinuous tail swishes behind. The wings still have their
glorious white feathers however, even if the air around him no
longer shimmers with purity and light. DEFENSE
He’ll smile and assure that he’s no devil but never claims to be AC 27, touch 15, flat-footed 23 (+4 Dex, +15 natural [+2
virtuous or your friend. deflection against chaos, evil, good, and lawful creatures])
Hp 234 (15d10+6d8+120)
Cicerone the Upfallen, CR 19
Fort +18, Ref +18, Will +16; +4 against poison, +2 resistance
Fallen Astral Deva, Bard 6
against chaos, evil, good, and law
XP 38,400
Defensive Abilities uncanny dodge; DR 10/evil; Immune acid,
N Medium outsider (extraplanar)
cold, petrification; Resist electricity 10, fire 10; SR 25
Init +8; Senses darkvision 60 ft., low-light vision; Perception
OFFENSE
+26
Aura aura of balance Speed 50 ft., fly 100 ft. (good)
Melee +2 disrupting warhammer +30/+25/+20 (1d8+14/×3
plus stun) or slam +27 (1d8+12)

22 Shadow Planes & Pocket Worlds


Bard Spells Known (CL 6th) multiverse than fighting the good fight. He didn’t fall as far as Hell
2nd (5/day)—blistering invective (DC 18), blood biography (DC (which he still holds in contempt) but became a free agent, beholden
19), eagle’s splendor, suggestion to none. A rogue in the truest sense of the word.
1st (6/day)—adoration, anticipate peril, beguiling gift (DC 18),
charm person (DC 18), delusional pride (DC 18)
Motivation & Plots
0—dancing lights, detect magic, lullaby (DC 16), mage hand, Cicerone is above all a seeker of experience. New thrills, dangers,
prestidigitation, unwitting ally (DC 16)
treasures, and rewards. His Heaven-given talents allow him to
prosper as a performer, but his nature drives him to keep moving
Spell-Like Abilities (CL 13th)
on. His pride, and perhaps a trace of his former self, demands he act
At Will—continual flame, detect chaos, detect evil, detect
as sage or guide for those seeking the strange and unusual. He makes
good, detect law, dictum (DC 23), discern lies (DC 20), dispel a fine ally, but companions should never forget that he’s tallying
good, dispel magic, holy word (DC 23), invisibility (self only), score, weighing good deeds against evil, order against chaos, and
plane shift (DC 23), remove curse, remove disease, remove eventually he has to balance the books.
fear, unholy word (DC 23), wave of chaos (DC 23)
7/day—cure or cause light wounds, see invisibility Schemes & Plots
1/day—banishment (DC 22), heal or harm (DC 22) Cicerone still revels in travel and planar adventures. Now, however,
TACTICS he travels only where the mood takes him, helping and hindering
in equal measure. Planning is certainly not his strong point—he
Before Combat Cicerone prefers talk to violence, and he
usually becomes involved in others’ plots out of chance circumstance
engages in wiles and bluff, charm and enthrallment, rather
or boredom. He is a creature of his own creation and carefully
than physical violence. maintains a personal balance between law and chaos, good and evil.
During Combat Cicerone prefers to inspire others to do his He has come to champion neutrality, and the aeons favor him for
fighting for him. He rarely kills (or saves people) because of their unfathomable reasons. In honor of his commitment, they allow
the possible repercussions to his alignment. him access to their timeless repository of wisdom but, in exchange,
Morale Cicerone fights only when absolutely necessary and send him images that must be acted upon for the greater good of the
prefers to evade combat as quickly as possible, either by eternal balance.
parleying or simply flying away or using plane shift.
STATISTICS
Str 26, Dex 19, Con 21, Int 18, Wis 18, Cha 23
Base Atk +19; CMB +27; CMD 41
Feats Alertness, Cleave, Great Fortitude, Improved Initiative,
LADY LILIAM
Iron Will, Power Attack, Toughness, Weapon Focus A stygian-haired beauty, clad in figure-hugging garments made
(warhammer); Patronage Feats Aeon Trained, Balancer, from the supple hide of a young black dragon.
Prehensile Tail

Bestiary
She looks like a fallen angel or mortal seductress, but she’s an
Skills Acrobatics +22, Diplomacy +24, Fly +26, Intimidate
instrument of pure vengeance, available for hire to those dead who
+24, Knowledge (planes) +31, Knowledge (religion) +28, were wronged during their lifetimes. She follows the code of vendetta
Perception +26, Perform (Singing) +29, Profession (gambler) with absolute devotion. She does not offer justice, and there’s no line
+22, Sense Motive +32, Spellcraft +13, Stealth +28, Use she will not cross. She never stops once vengeance is underway.
Magic Device +19
Languages Celestial, Draconic, Infernal; truespeech Lady Liliam, the Black Avenger, CR 14
SQ bardic abilities, change shape (alter self) XP 38,400
Combat Gear +2 disrupting warhammer, 1d6 other random Erinyes rogue 5
magic items LE Medium outsider (devil, evil, extraplanar, lawful)
Other Gear fine clothes and jewelry; 1d10 hangers on Init +7; Senses darkvision 60 ft., see in darkness, true seeing,
SPECIAL ABILITIES Perception +21
Aura of Balance (Su) Cicerone’s rejection of extreme alignments DEFENSE
generates an aura that impedes the attacks of chaotic, evil, good, AC 24, touch 18, flat-footed 16 (+7 Dex, +1 dodge, +6 natural)
and lawful creatures. It functions as a magic circle against chaos, Hp 145 (9d10+5d8+70)
evil, good, and law, providing a +2 deflection bonus to AC and a
Fort +12, Ref +17, Will +8
+2 resistance bonus on saving throws to anyone within 20 ft.
DR 5/good Immune fire, poison
Stun (Su) If Cicerone strikes an opponent twice in 1 round with his
Resist acid 10, cold 10; SR 19
warhammer, that creature must succeed on a DC 25 Fortitude save
or be stunned for 1d6 rounds. The save DC is Strength-based. OFFENSE
Speed 30 ft., fly 50 ft. (good)
BACKGROUND Melee +2 longsword +16/+11 (1d8+9/19-20)
Once an astral deva, Cicerone fell countless centuries ago, lured away Ranged +2 composite longbow (oathbow) +16/+16/+11
from Heaven’s grace by excitement and new experiences, a gambler’s (1d8+7/x3) or +19 against a sworn enemy*) or rope +18
love of danger, and growing desires that there was more to the touch (entangle)

A Dark Roads & Golden Hells Supplement 23


(*see oathbow, Pathfinder Roleplaying Game Core Rulebook) functions only for the erinyes who made it and no other. The save
Special Attacks sneak attack +3d6 DC is Dexterity-based.
Spell-Like Abilities (CL 12th) Manacles’ Mistresses’ Pupil (Ex) Lady Liliam has spent an
Constant—true seeing undetermined period of time inside The Veil of Chains—a one-
At Will—fear (single target, DC 19), greater teleport (self plus of-a-kind brothel located on the Plane of Gears—in order to learn
50 lb. of objects only), minor image (DC 17), unholy blight how to escape from all kind of restraints. This has provided her
(DC 19) with a +4 circumstance bonus on Escape Artist checks and a +2
circumstance bonus solely on her ranged touch attack using her
1/day—summon (level 3, 2 bearded devils, 50%)
rope.
TACTICS
Before Combat Lady Liliam tries to find a secluded spot to
BACKGROUND
prepare her attack, then hides on a higher position and
Some souls that reach the abode of the dead drag with them vows of
awaits her prey although not for long.
revenge that transcend even life itself. These vindictive essences seek
During Combat The erinyes doesn’t give up easily. If pressed,
out ways to accomplish their great or petty vengeances.
she summons bearded devils. She fights with no regard for Because they generally can’t leave the Underworld,
honor and fair play. however, they need an agent who can. Lady
Morale Lady Liliam has known many forms of Liliam represents the perfect surrogate, an
imprisonment and servitude, and she doesn’t want to erinyes with a troubling eagerness to accept
experience more. She’ll die before being captured, but such deeds.
she backs off from a fight if she can escape to begin
the hunt again. Motivation & Goals
STATISTICS Many believe that the Black
Avenger’s sole motivation to
Str 20, Dex 25, Con 21, Int 15, Wis 18, Cha 20
dole out all these retributions
Base Atk +12 CMB +17 CMD 34 is that she was once denied
Feats Combat Reflexes, DodgeB, Far Shot, such satisfaction herself
Manyshot, MobilityB, Point-Blank Shot, Precise and that she cannot suffer
Shot, Rapid Shot, Shot on the Run, Skill Focus to see others deprived of its
(Escape Artist) bittersweet pleasure. While this
Skills Acrobatics +24, Bluff +22, Diplomacy rumor isn’t far from the truth, the
+19, Escape Artist +28, Fly +25, Intimidate matter is more complex since her
+22, Knowledge (planes) +13, Knowledge voluntarily incarceration within
(religion) +8, Perception +21, Sense the walls of the Veil of Chains.
Kytons known as the Manacles’
Motive +15, Stealth +21
Bestiary

Mistresses have rekindled in


Languages Celestial, Common, Draconic,
Liliam an emotional state that
Infernal, telepathy 100 ft. she believed she had utterly
SQ evasion, fast stealth (rogue lost. This long period of
talent), resiliency (rogue talent), imprisonment has awakened
trap sense +1, trapfinding, uncanny in this devil a desire for
dodge freedom and free will and
Combat Gear +2 longsword, a renewed appreciation for
oathbow (30 arrows, 2 screaming hedonism.
arrows, 5 silvered arrows, 5
sleep arrows)
Schemes & Plots
Other Gear amulet of the Lady Liliam seeks vengeful
clients as an excuse to visit other
planes, black dragon leather
planes, allowing herself leaves
armor.
of absence from Hell that get
SPECIAL ABILITIES longer each time. While she still
Entangle (Su) Lady Liliam carries the avenging wishes of her
carries a 50-ft.-long customers, she no longer rejoices
rope that entangles in the torture and killing as once
opponents of any size, she did. If her masters ever
as animate rope spell discover her change of mood,
(CL 16th, DC 20). the Black Avenger will find
She can hurl her rope herself in a lot of trouble.
30 ft. with no range
penalty. An erinyes’s rope

24 Shadow Planes & Pocket Worlds


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A Dark Roads & Golden Hells Supplement 25

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